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#CR 11 to 14
monstersdownthepath · 3 months
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Monster Spotlight: Kamaitachi
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CR 13
Chaotic Evil Medium Fey
Bestiary 6, pg. 176
These wicked and fickle fey can appear just about anywhere that there's pain to be caused and lives to be ended. They appear cloaked in their Dust Devils, magical winds that whip around them at all times, carrying their little weasely bodies around like a single spaghetti noodle in a pot of boiling water. Despite how cute and silly they look, they're among the most vicious and sadistic of all Fey, maximizing the fear and agony in whatever creature crosses their path for no other reason than their own twisted amusement. What's worse is that there's almost no warning before they strike; depending on what sort of debris is in the Dust Devil, one may not see the beast within until the wind blows past them and tears the flesh from their bones.
While in their shell of wind, Kamaitachi (which I will shorten to 'itachi' from here on out) can fly at speeds of up to 120ft a round without issue, bending and twisting through the air with the ease of a barracuda in the open sea. Their sole offense is their quartet of Deadly Claws, scythe-like limbs so razor sharp that they can straight up do the Samurai Diagonal Cut at will, but more on that later, for now we'll focus on the claws themselves. Each claw deals 1d6+12 damage boosted by their constant Greater Magic Fang to hit even harder, and as previously mentioned these claws are especially deadly, critically hitting on a 19 or 20 and dealing x3 damage on a successful crit. Every blow also lacerates the target to deal 1d6 bleed damage a round, and the weapons of the Itachi are designed to flay the targets so agonizingly that a struck creature must make a DC 23 Fortitude save every time they're hit or become sickened by the pain for a round.
Able to make upwards to four of these attacks if it manages to Full-Attack, an adventuring party will rarely have to deal with that except against a foolish Itachi. It's got Flyby Attack and no reason not to use it to cut a party to ribbons bit by bit, savoring their slow and terrible demise. It can get away with this kiting behavior, too, because while a cursory glance at its stat block reveals only DR 10/Cold Iron as its primary physical defense, you have to look a little further down to realize that you're going to need to be able to fly or have a way to ground the beast to actually fight it and win, because Dust Devil automatically deflects ALL small projectiles; arrows, bolts, and bullets are utterly useless against it, and any throwing weapon has a 30% miss chance. Magical AoE, lines, cones, and rays all still work, though they have to contend with the wonder weasel's 24 Spell Resistance.
Side note because I'm legally required: If you or a loved one has ever been beaten to death by a creature with Flyby Attack, please remember to regularly apply readied actions to your party bruisers.
Anyway, these vicious weasels have another, far more horrific use for their claws than ripping someone to shreds: blackmail. As I mentioned a few paragraphs ago, Itachi can swing their cutting limbs with such speed and ferocity that the victim doesn't even realize they've been cut until the violent fey blows on them just a little too hard and they fall to pieces. Delayed Doom allows the fey to 'store' its claw hits up on any number of targets, preventing the damage, bleed, and Pain but leaving it on a trigger delay, allowing it to deal otherwise fatal damage to a creature but refrain from killing them outright.
Such unfortunate creatures are walking time-bombs, the Itachi able to cause the stored damage, bleed, and agony to blow up all at once with nothing more than a free action at any point within the next two weeks. This allows the Itachi to wring poor souls for all they're worth in the hopes that it will choose to spare their life, turning friends and family against one another or forcing victims to perform painful, humiliating, dangerous, or otherwise criminal actions at its request... only for many such victims to suddenly fall to bloody pieces anyway, as the Fey has no compulsion to honor any deal it makes.
This also means an Itachi can do a drive-by scything on someone and make them believe it missed, so it can just float in the air above them, giggling to itself as it picks the perfect moment to make their head fall off. Being hit with a Full-Attack causes, at minimum, 52 damage + 1d6 bleed, so an especially sinister DM could have one of these creatures ambush the party multiple days in a row, FA-ing them one at a time before flying off, and then once it's stored up damage on everyone over a few days, drop in and instantly take off half the party's HP with a free action. That, or fly down, hit someone a few times, then fly back into the sky and carefully wait for their HP to drop below a threshold where the Delayed Doom would kill them. Is that unfair? Yes. I only recommend this tactic if you want to be especially evil to your party!
How does it know if someone is below a specific threshold, though? Because Itachi can also cast Status at will, and frequently do so in order to keep track of interesting or amusing victims. If a victim manages to get further than 1 mile from the weasel, or is so amusing to it that it doesn't trigger Delayed Doom for 2 weeks, all the stored damage falls off harmlessly, so the weasel has a vested interest in keeping them relatively close if it wishes to prolong its suffering.
Delayed Doom also ends if the Itachi is slain, and doing so is actually a little bit simpler than it looks... if you have access to specific spells. See, the Dust Devil of a Kamaitachi gives it incredibly offense and defense, but the weasels must maintain control of the wind in order to keep its shields up. If it enters the radius of any spell which controls or alters the winds, no matter the spell's level, it must save against the spell or the Dust Devil dissipates, taking away the Itachi's fly speed, immunity to projectiles, and 6 points of its AC (lowering it from 29 to 23). Alter Winds and Control Weather are both options presented by the book itself, but with such long cast times (and Control Weather being a spell level too high for a party encountering a single Itachi besides), you may want to aim for more practical spells such as Calm Air, Tailwind, Air Geyser, or Gust/Blast of Wind, all of which either end the Itachi's flight or can easily be argued to do so.
The Itachi can still make a saving throw against the incoming inconvenience, but if it fails it has to waste its entire turn using one of its 3 castings of Control Wind on itself just to restart its Dust Devil, giving the party enough time to surround it and beat the snot out of it. Without its defensive tornado it's both less mobile and more vulnerable to being beaten into the ground... and depending on how high up it was when your party invoked the winds, it might already be damaged by the fall. I think, after all the trouble one of these little bastards can put a party through, they may take some satisfaction in seeing it hurl towards the ground, tumbling end over end like a dropped pasta noodle.
You can read more about them here.
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justavulcan · 6 months
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Airmark's Guide to Planar Vegetables: Kelp Dragon
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This huge, ambulatory form of seaweed is characterized by the long, sinuous shape it takes when swimming and its seed pod "heart" that makes up the center of its mass. Kelp dragons, as they are most often called, are of animalistic intelligence and hostile disposition, particularly in defense of their seed pod.
Kelp dragons are only fertile to seed for a period about a year long every century, and despite their long life spans cannot afford to risk the time they have to meet other kelp dragons and mutually fertilize one another's seed pods. Once fertilized, these seeds are carried to waters with exactly the right combination of factors to be released to sprout into new kelp dragons of their own. The factors involved appear to include salinity, water clarity, depth, and presence of other life, but this seems an incomplete survey and my research is ongoing.
Gifted with the ability to rapidly regrow lost leaves and stems from predation, kelp dragons are nevertheless highly aggressive, attacking would-be predators preemptively so they cannot risk damaging the dragon's seed pod. Equally gifted at lying low in beds of other aquatic fauna and obliterating would-be predators with a thorny "bite", kelp dragons nevertheless provide critical nutrition for many inhabitants of the Plane of Water, including stranded sailors.
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paperanddice · 1 year
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The lone wolf is truly an isolated monster. It is incapable of restraining itself, violently unleashing its full strength and fury upon every creature it detects larger than an insect. It will charge without regard for its own safety into any engagement, whether outnumbered hundreds to one or against massive dragons. The only thing sustaining the lone wolf's rampage is that it is exceptionally difficult to bring down, requiring silvered weapons or death magic to stop it from repeatedly healing up damage done to it. A single one of these creatures can empty an entire town of people, slaughtering hundreds or thousands before chasing its next target away in a new direction. Fortunately, these dreams are rare, as many dreams of vicious animals manifest as lesser monsters. The other option is that there are many lone wolves lost out in the wilderness, slaughtering wildlife without yet finding their way back to larger civilization.
We're just going to hope that second one isn't the case.
Outside of Dreamblade the lone wolf is likely a monstrosity for 5e and a beast for 13th Age. Story wise they could also be advanced werewolves, augmented to greater ferocity my hostile magic or demonic influence. You could give it the appropriate lycanthrope additional traits for whichever system is your preference, or leave it as a purely hybrid form creature. Originally from the Dreamblade base set. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Lone Wolf Large aberration, unaligned Armor Class 17 (natural armor) Hit Points 210 (20d10 + 100) Speed 50 ft. Str 25 (+7) Dex 19 (+4) Con 20 (+5) Int 5 (-3) Wis 19 (+4) Cha 14 (+2) Saving Throws Dex +9, Con +10, Wis +9 Skills Perception +9 Senses passive Perception 19 Languages - Challenge 14 (11500 XP) Blood Frenzy. The lone wolf has advantage on melee attack rolls against any creature that doesn't have all its hit points. Great Leap. The lone wolf's long jump is 50 feet, and its high jump is 30 feet. Regeneration. The lone wolf regains 20 hit points at the start of each of its turns. If the lone wolf takes necrotic damage or damage from a silvered weapon, this trait doesn't function at the start of the lone wolf's next turn. The lone wolf only dies if it starts its turn with 0 hit points and doesn't regenerate. Rush (Recharge 5-6). As a bonus action, the lone wolf can move up to its speed without provoking opportunity attacks. Actions Multiattack. The lone wolf makes three attacks: one with its Bite and two with its Hooked Claws. If both Hooked Claw attacks hit the same target, it can make one additional Hooked Claw attack against that target as a bonus action. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8+7) piercing damage. Hooked Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) piercing damage. If the target is Large or smaller, it is grappled (escape DC 15). The lone wolf has two hooked claws, each of which can grapple one target. Maul. The lone wolf makes one Bite attack against a creature it is grappling. If the attack hits, the target takes an extra 45 (10d8) piercing damage, and must succeed on a DC 20 Constitution saving throw or lose 11 (2d10) hit points at the start of each of its turns due to a bleeding wound. If the saving throw fails by 5 or more, the target is also stunned until the end of its next turn. A bleeding target can repeat the save at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful DC 20 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
13th Age
Lone Wolf  Triple-strength 11th level troop [aberration]  Initiative: +17 Hooked Claw +16 vs. AC (2 attacks) - 50 damage. Natural Even Hit: The lone wolf grabs the target. When the lone wolf starts its turn grabbing an enemy, it can make a vicious mauling attack against that target as a standard action that turn. Natural 11+: The lone wolf can make a third hooked claw attack as a free action (but no more). Quick Bite +16 vs. AC - 35 damage. Quick Use: 1/turn, as a quick action, if the lone wolf isn’t grabbing a creature. [Special Trigger] Vicious Mauling +20 vs. PD (includes +4 grab bonus) - 150 damage plus 50 ongoing damage. Natural 16+: The target is also stunned until the end of its next turn. Miss: 50 damage plus 10 ongoing damage. Blood Frenzy: The lone wolf gains a +4 bonus to attack rolls against staggered targets. Loner: The lone wolf is never considered an ally to any creature. Regeneration 40: While the lone wolf is damaged, it heals 40 hit points at the start of its turn. It can regenerate five times per battle. If it heals to its maximum hit points, then that use of regeneration doesn’t count against the five-use limit. When the lone wolf is hit by an attack with a silvered weapon or that deals negative energy damage, it loses one use of its regeneration, and it can’t regenerate during its next turn. Dropping the lone wolf to 0 hp doesn’t kill it if it has any uses of regeneration left. Rush: When the escalation die is even the lone wolf can move without provoking opportunity attacks. AC 26 PD 25 MD 22 HP 760
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hedgehog-moss · 1 year
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On the eve of planned nationwide demonstrations, I want to offer an overview of the ways the protests in France are being handled by the government so far (and if what you’ve heard is that this is over a 2 year increase in retirement age, please do take a minute to read this post to get a better idea of the context)
1. In Paris on March 21, a CRS (cop) threw a tear gas grenade in the air towards protesters (they’re supposed to throw them near the ground); the grenade landed and exploded on a protester’s head. (x)
2. Massive use of tear gas at every protest, on this vid from March 17 you can see the Place de la Concorde (largest public square in Paris) drowned in tear gas. (x)
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3. In Paris on March 20, video of a CRS with a baton hitting protesters who are cowering against a wall (x)
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4. CRS grabbing demonstrators in (illegal) chokeholds and dragging them by the neck (x)
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5. In Strasbourg on March 21, police trapped about a hundred protesters in a narrow alleyway and tear gassed them from both ends of the alley so they couldn’t escape; an asthmatic person lost consciousness; people who lived there opened their doors and let the protesters enter their houses to get to safety. (x)
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6. In Paris on March 20, a CRS shot a protester with an LBD riot gun (rubber bullets) and shouted at him “Pick up your balls now, fucker” (x) (an allusion to the several instances in recent years of protesters having testicle injuries from LBD guns - and non-protesters too, in 2015 a Muslim teenage boy lost a testicle after being shot by a cop with rubber bullets when he was shooting firecrackers in a park on July 14th / Bastille day). A few seconds later in the video another CRS tells the one who said that “careful there’s a camera”
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7. In Paris on March 21, a group of 4 or 5 CRS who were dispersing demonstrators, threw a homeless man to the ground who had been shouting at them (hard to hear what he said, the first sentence is “How can you do this job?”), kicking him in the head while he was down and mocking him when he couldn’t get up, calling him a ‘fatso’ and ‘sack of shit’ (the woman you can hear at the end of the video is yelling at the CRS to help the guy get up and telling them “do you lack humanity to this point?”) (x)
8. That same day Macron gave a speech on TV in which he said “the crowd [= the protesters] has no legitimacy against the people, who express themselves through their elected representatives” even though he passed his reform without a vote from the elected representatives—and considering polls show the vast majority (>70%) of the country is against the reform, the “people” and the “crowd” are one and the same. Today (March 22) he gave another TV speech in which he compared what’s happening in France right now to the January 6 US capitol attack.
9. During today’s speech Macron also said “minimum-wage workers have never seen such an increase in purchasing power” which is a mad thing to say in the middle of a cost of living crisis, and he used the term ‘smicard’ in this sentence— the minimum wage in France is called the SMIC and smicard is a derogatory word for minimum-wage workers. He decried the “extreme, unregulated violence” of protesters but had nothing to say about the unregulated violence of his police forces, and instead stoked the fire with contemptuous language that angers people the day before a planned mass protest.
10. Hundreds of protesters (and even people who weren’t protesting but just nearby) have been arrested and taken into custody in “preventative arrests”; the vast majority were then released due to “absence of an offence.” Here’s a thread by a woman who was arrested in Paris along with 11 other women (one was a 17 year-old girl) for taking part in a peaceful protest. They spent 20 hours all in one cell, were only allowed to go to the toilet if they left the door open, were frisked and had their fingerprints and DNA samples taken. Also, in Nantes on March 14, four young women age 18-20 reported having been sexually assaulted by police during body searches while participating in a student protest.
And a thread by a 19-year-old Black student who spent 48 hours in custody last week along with 4 other people who were arrested in Paris as they were walking down the street. Lots of racist shit in this thread. He had already spent 14 hours in custody after a protest a couple of days before, and ended up being charged for refusing to have his DNA samples taken.
This article in Le Monde from yesterday (it’s in French and unfortunately paywalled) talks about people who took part in last week’s protests having been handcuffed and searched in their underwear then released free of charges the next day; a lawyer comments how this is clearly meant to discourage people from demonstrating. The article also mentions two 15 year old Austrian boys who were on a class trip to Paris and were rounded up with a group of demonstrators, so the Austrian embassy had to intervene. (Journalist mentions sarcastically “We don’t know if these high schoolers’ DNA samples were taken.”)
11. There are videos from various protests of journalists wearing the press armband being threatened, hit, or shoved to the ground by police. In Montpellier yesterday, a journalist took this photo as a CRS was pointing his rubber bullet gun at his head and another was running at him with his baton telling him “I don’t give a fuck about your press card” —the photographer managed to run away. (x)
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This is all from the past ten days (and mostly from the past two days) and far from an exhaustive list, there's so much outrageous stuff happening (like the Minister of the Interior lying and saying participating in an undeclared demonstration is illegal, when it’s not) but it gives a good idea of what French democracy looks like under Macron. The above photo says it all really. And thank you to all the people who continue taking part in the protests and strikes.
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thisisnotthenerd · 3 months
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the ratgrinders' potential levels
cannot believe i was right about the xp reqs. the bad kids & the seven get 'special treatment' (milestone leveling and saving the world), while others have to work with xp. which tells you a lot about why people fled during prompocalypse.
ok getting into the algebra now: the rat grinders have gone into the far haven woods every day for the last two years, for 3 hours after school, and 9 hours/day on weekends. presumably they keep this up during the summer.
they have supposedly defeated 80,000 or more of three types of creatures: rats, spiders, and twig blights. there are some variations to what these could be, so here's a list of what this could encompass, assuming the ratgrinders are not facing creatures over CR 1.
giant rat: CR 1/8, 25 XP
swarm of rats: CR 1/4, 50 XP
giant wolf spider: CR 1/8, 25 XP
swarm of spiders: CR 1/2, 100 XP
giant flying spider: CR 1, 200 XP
giant spider: CR 1, 200 XP
ice spider: CR 1, 200 XP
twig blight: CR 1/8, 25 XP
needle blight: CR 1/4, 50 XP
thorn slinger: CR 1/2, 100 XP
vine blight: CR 1/2, 100 XP
razorvine blight: CR 1, 200 XP
thorny: CR 1: 200 XP
the full list is a little difficult to do calculations on, so let's condense it. assume a quarter of the 80000 creatures were CR 1/8, a quarter were CR 1/4, so on and so forth.
how much xp would they earn? how much would they level for the amount they ground? grinded? for?
critical assumption here: in the games i've played, we've always done milestone or zeroed out xp with each level, i.e. after earning 300 xp to get to level 2, you have to earn 900 xp to get to level 3, not 600. this analysis assumes that you have to earn the next levels xp reqs on top of your current total. i'm including the xp chart here to clarify:
level 1: 0 XP, +2, total 0 XP
level 2: 300 XP, +2, total 300 XP
level 3: 900 XP, +2, total 1200 XP
level 4: 2700 XP, +2, total 3900 XP
level 5: 6500 XP, +3, total 10400 XP
level 6: 14000 XP, +3, total 24400 XP
level 7: 23000 XP, +3, total 47400 XP
level 8: 34000 XP, +3, total 81400 XP
level 9: 48000 XP, +4, total 129400 XP
level 10: 64000 XP, +4, total 193400 XP
level 11: 85000 XP, +4, total 278400 XP
level 12: 100000 XP, +4, total 378400 XP
level 13: 120000 XP, +5, total 498400 XP
level 14: 140000 XP, +5, total 638400 XP
level 15: 165000 XP, +5, total 803400 XP
level 16: 195000 XP, +5, total 998400 XP
level 17: 225000 XP, +6, total 1223400 XP
level 18: 265000 XP, +6, total 1488400 XP
level 19: 305000 XP, +6, total 1793400 XP
level 20: 355000 XP, +6, total 2148400 XP
if we went cumulatively, based on the number of creatures the bad kids have defeated, they'd be getting up there in xp. we know they've had opportunities to defeat creatures outside of the quests that we've seen, given the oneshots. thus, i'm going with the second explanation, because otherwise the ratgrinders would be 19th level, and i don't think they are, because it would make any pvp setups super unbalanced, which are neither fun to play nor watch. this puts them on a little more even ground and emphasizes the amount of work it takes to xp grind to level against milestone leveling.
for the CR 1/8s: assuming roughly 20,000 creatures, they'd get 25 XP per, which means 500,000 xp. that's cumulatively enough to get to level 13, on just those creatures. divided 6 ways, assuming the ratgrinders have 6 members, it's 83,333.33, which is enough to get you to 10th level cumulatively and 8th non cumulatively.
this scales up to the 1/4s, 1/2s and the 1s since the xp gains double for each challenge rating rather than plateauing as they do at higher levels.
for the CR 1/4s: 1,000,000 xp. that's cumulatively enough to get to level 16 on just those creatures. divided 6 ways, assuming the ratgrinders have 6 members, it's 166,666.66, which is enough to get you to 15th level cumulatively and 9th non cumulatively.
for the CR 1/2s: 2,000,000 xp. divided 6 ways, assuming the ratgrinders have 6 members, it's 333,333.33, which is enough to get you to 19th level cumulatively, and 11th level non cumulatively.
and for the 1s, 4,000,000 xp. well over what you'd need to get to level 20, on just the CR 1s. divided 6 ways, assuming the ratgrinders have 6 members, it's 666,666.66, which is well over 20th level cumulatively, and 14th level non cumulatively.
using this estimate and adding all of this up, each member of the ratgrinders would have gathered enough xp to be level 20 cumulatively, and level 17 non cumulatively.
obviously the actual numbers would scale differently; initially, they would likely have to tackle these creatures as a party, but over time would take care of them individually. this is a bunch of kids doing the intro to class assignment for every assignment for two years straight.
level 20 seems extreme for the aguefort adventuring academy; let's scale it down a bit. the creatures specifically mentioned are probably giant rats, giant wolf spiders, and twig blights, based on the descriptions from jawbone.
all of these are CR 1/8, or 25 XP each. 80000 would give an xp total of 2,000,000, which would put each of the ratgrinders at around 11th level, a little higher level than the bad kids at the moment. however, since their fighting prowess scaled up, and they're probably going out in elmville and actively hindering the bad kids in some way, that level is very likely to increase.
what we saw in the episode
now the sticking point is mary ann rolling a 35. we know she got some kind of transmutation buff. a little tricky wording from brennan; fabian had enhance ability on, which is a transmutation spell. he did not say it was enhance ability.
mary ann is a barbarian, so she already gets advantage on athletics if she's raging, which i assume she was. the buff probably wouldn't be something that grants advantage.
assuming the lower estimate of 11th level, mary ann would get a +4 proficiency bonus, and i'm assuming she has 20 in strength, so +5 to her strength based skills, for a total of +9. at the high estimate of level 17, she would have a +6 to her proficiency bonus, which would give her a total of +11 to athletics. this is still not high enough to get a 35, even on a nat 20, which brennan would have declared if he had rolled one. she could conceivably accomplish this with the brawny feat, which allows for expertise in the athletics skill, which would give her a +17, meaning she could hit a 35 on a 18.
or, the buff was something like skill empowerment, which is a 5th level transmutation spell that gives the target expertise in a skill that they already have proficiency in. this spell is available to bards and wizards, among other classes, both of which we presume are in the ratgrinders. ruben could have cast skill empowerment on mary ann and given her bardic inspiration (lower estimate: d10, higher estimate: d12), both of which would have enabled that 35.
judging by the implication that she could not accomplish that feat without some kind of buff, i'm going with the latter explanation.
anyway i did too much math for this to not go in the stats series, or the school series. so this will be added to the spreadsheet later.
i hope this is useful.
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handsomelyerin · 2 years
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claudia & lestat + on mothers and daughters
"my infant death. it was never you." bailey bass & sam reid in interview with the vampire (2022) cr. by rolin jones // 1. this post // 2. this post // 3. piss river - kevin morby // 4. a mother's hate - sam gordon // 5. elektra - sophocles // 6. on earth we're briefly gorgeous - ocean vuong // 7. unknown // 8. nayyirah waheed // 9. susan smith - wych elm // 10. unknown // 11. elektra - sophocles // 12. the ghost is dead, long live the ghost - mara avoth // 13. this post // 14. this post // 15. love drought - beyonce // 16. confessions - ijeoma umebinyuo // 17. unknown // 18. mother - john lennon
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kinnbig · 10 months
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KP Anniversary | Favourite Tour Moments [1/?] KinnPorsche World Tour + 🏳️‍🌈
[video cr. 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16]
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bts-trans · 5 months
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231121 V's Instagram Story Thread
Trans cr; Rinne, Aditi @ bts-trans © TAKE OUT WITH FULL CREDITS
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머하숑?
Whatcha doin'?
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심심해죽겠네 정말?🤷🏻
I'm so bored I'm gonna die fr🤷🏻
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키야 도저히 모르곘다~ 포기
Aaaaa I just don't know~ giving up
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💜: 태형아 밥머거써? V: 아작 안먹었습니다! ㅋㅋㅋㅋ 찾았다
💜: Taehyung-ah, have you eaten? V: Not yet! hahahaha Found it
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💜: 태형이는 뭐하숑 V: 은근히 바쁘게 지내고 있어요🫠
💜: What'cha doin' Taehyungie? V: I've actually been pretty busy 🫠
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💜: 라이브는 왜 안해? V: 제 목소리랑 얼글만 보이는 건 좀 그래요 같이 할래요?
💜: Why don't you go live? V: Having just my face and voice be on there is a bit sad, wanna do a live together?
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💜: 일부 프로적트의 미리보기
💜: sneak-peak of a project you're working on
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💜: 런닝맨에서 널 다시 보고 싶어 V: 언잰간 불러만 주시면
💜: I want to see you on Running Man again V: I will be happy to go whenever they invite me
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💜: 오빠 나 안아줄래요 🫂 🫂 V: 😷감기에요 괜찮?
💜: Oppa can you hug me 🫂 🫂 V: 😷I have a cold, are u ok with that?
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💜: 태형이의 라이브 방송이 그리워요 V: 주제를 뭘로 할까요
💜: I miss Taehyungie's live streams
V: What topic could we do it on?
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💜: 텽이 요즘 뭐해??? V: 아몰라스포 🤷‍♂️
💜: Tyeongie what are you up to these days???
V: Ah whatever here's a spoiler 🤷‍♂️
12.
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💜: 미공개 사진 ! !
💜: An unreleased picture ! !
13.
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💜: 사진 좀 찍으세요😃 가장 최근 찍었던 사진이 3일 전이네요
💜: Please take a picture😃
V: This is the most recent picture I took, it's from 3 days ago
14.
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여기까지 다음에 봐여
That's it, see you next time
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thecreaturecodex · 2 months
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Shobolon
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Panels from Bone, © Jeff Smith
[Sponsored by @glarnboudin. Bone is a comic series that I remember reading and loving in undergraduate. And the "Stupid Stupid Rat Creatures" were my favorite characters. They pivot from menacing to comical and back on a dime, and have a very distinctive look. Their culture (or lack of it) has some very interesting world building implications, and they're one of the better riffs on the "evil minion species" in fantasy literature that doesn't go for wholesale deconstruction. However, they don't have much in the way of distinctive abilities in the comic. So I had to do some work to ensure that they were mechanically interesting.
A word about the name. In Bone, they are only known as "rat creatures", which says some alarming things if rats are sapient and seven feet tall. The name I went with was suggested by @abominationimperatrix. It's an Eastern European rat-ogre, but information on it in English is super sparse, to the point where different sources disagree whether it's Romanian or Romani.]
Shobolon CR 2 NE Monstrous Humanoid This shaggy, bulky humanoid has wide red eyes and a wide mouth full of sharp teeth. Its ears rise to a sharp point, and it walks on its knuckles.
Shobolons are voracious monsters that tend to live in large numbers. They are larger, stronger and slightly dimmer relatives of ratfolk, although the two species rarely interact on friendly terms. Their endonym is rarely spoken—most people just refer to shobolons as “rat-creatures”. Shobolons are omnivorous, but greatly prefer meat, and they don’t particularly care if their meat comes from sapient sources. They tend to fight from ambush, using their skill at climbing, swimming and squeezing into tight spaces to attack from unusual angles. They are fond of using the Intimidate skill to demoralize their foes, screeching hideously before moving to set up flanking positions or retreat from a losing battle.
Most shobolons engage in dramatic body modification. Their long scaly tails are docked shortly after birth (shobolon legends tell of these tails being used as handles by a wrestling demigod who humiliated them in the past), and their ears are cropped upon reaching adulthood in order to grant them a more threatening appearance. Shobolons do not have names of their own unless granted by a member of another species, or by their rulers as a reward for meritorious service. Despite their foolishness and lack of material culture, shobolons tend to be erudite, and like using long words in order to sound smarter (“hello, small mammal” is a common greeting/threat). Shobolons tend towards religion, and different hordes often venerate different gods or powerful fiends. Shobolons universally fear and hate dragons.
Shobolon Rulers Shobolons are very long lived, and display indeterminate growth. One that lives for hundreds of years and feeds well may grow to immense size and power. This growth is somewhat disproportionate, as their arms do not grow to scale with the rest of their bodies. A shobolon ruler often uses titles like King or Queen, regardless of how many shobolons they rule over. Such creatures are Large in size with 12 racial HD. A shobolon ruler has improved grab and swallow whole with its bite attack, gains frightful presence as a special attack and has undersized weapons as an SQ. A shobolon ruler is at least a CR 8 creature—many of them have levels in fighter or cleric beyond their racial HD.
Shobolon CR 2 XP 600 NE Medium monstrous humanoid (ratfolk) Init +5; Senses darkvision 60 ft., low-light vision, Perception +4 Defense AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural) hp 19 (3d10+3) Fort +2, Ref +4, Will +2 Defensive Abilities tight fit Offense Speed 30 ft. Melee 2 claws +4 (1d4+1), bite +4 (1d6+1) Special Attacks startle Statistics Str 13, Dex 12, Con 13, Int 10, Wis 9, Cha 10 Base Atk +3; CMB +4; CMD 15 Feats Improved Initiative,Skill Focus (Intimidate) Skills Climb +10, Escape Artist +7, Intimidate +8, Perception +4, Stealth +6, Swim +10; Racial Modifiers +4 Climb, +4 Escape Artist, +4 Swim Languages Common Ecology Environment temperate forests and hills Organization solitary, pair, troop (3-8), army (9-24 plus 1 2nd-4th level fighter per 20 individuals) or horde (25-200 plus 1 2nd-4th level fighter per 20 individuals and 1 ruler) Treasure standard Special Abilities Startle (Ex) A shobolon can make an Intimidate check to demoralize an opponent as a move action. An opponent intimidated by a shobolon cannot make attacks of opportunity as long as it suffers from a fear effect. Tight Fit (Ex) A shobolon suffers only half the usual penalty to Armor Class and attack rolls when squeezing. Two shobolons can fit in the same space and fight without penalty.
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kanmom51 · 10 months
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JK's live 30 June 2023 12:38 am KST
30.6.2023 12:38 or 00:38 KST
cr./to the creators of the media used in this post.
Before I start talking about the live itself and Seven, of course, let's look for just a second, again, for the fun of it, at the numbers.
12:38 or 00:38 is the time JK started the live.
Do you see what those 2 numbers give us? Side by side?
1 2 3 and 8 and then 3 and 8. Does that help?
123
and
8/11
Do I think he did this on purpose? The 123 yeah, I see that. But the other part, nah? Just a usual lovely stars aligning Jikook coincidence I guess, lol.
Oh, and we also have 12:38 that gives us a 2+8=10 and the 1 and 3 that give us the 13, so:
13/10
So, not too too much happened during the live. JK came, talked a little tiny bit about his upcoming single, working on an album and a little more too, worked out, was his own cute self and dipped.
That was that in a nutshell.
Now let's dive in a little deeper.
JK talked about Seven. Well, telling us it's coming out on the 14 July and that he's excited about it.
There is an album in the works, but not finalized just yet.
Oh, and the MV, it's a wrap, and was fun. Now I'm truly curious.
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I did talk about the song not being written by him in my previous post. He heard it with BPD and said he wants to do it a lot. His words.
He heard it, he liked it, he wanted to do it. Not personal, not a life story.
Doesn't mean the lyrics didn't 'speak' to him in a sense. Didn't mean something to him. You can feel connected to a song that isn't written by yourself. But it is something to keep in mind when we hear the song, watch the MV and see the lyrics, lol.
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Just side tracking here for a sec to this:
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CP says it's sooooo good. I'm gonna trust him on this.
Question I have right now is: Is JM becoming JK's spoiler king?
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JK misses Jin and Hobi.
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He got a new lip piercing.
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What I love about that man is that he's so aware. He knows there are those that do not approve (you know, those idiots that think they have ownership over him or a right to tell him what to do). And yet, he doesn't give a shit. He wanted it, he did it. If they want to accept it they will, if they don't sucks for them. And the thing is that when he says it, he does it so nicely and respectfully. I LOVE IT!!!
He told us he's taking English lessons.
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As a matter of fact, he had one just before starting the live.
Funny how both JK and JM seem to be studying English at night.
Remember this?
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You know, must be one of those Jikook coincidences.
Nah. Fuck that. They are studying English together. Period.
JK talks about doing intermittent dieting, so he bought snacks but can't eat them just yet.
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JK wanting to share but blanking out, lol.
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Well, he didn't give us a spoiler, but we did get the next best thing, lol.
We get full JK workout.
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Gotta love army edits (some at least, lol)
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Poor baby hurt himself.
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That was quite a workout.
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Well, working out can be alone or together. There are many forms of working out... Does he really want us to wonder all of that?
The duality of this man.
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And then.
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I absolutely adore that JK has no problem what so ever that we see him like this. No makeup, every hair possible out of place, tired, sleepy, drunk, sad, happy, just bare.
He trusts us to see him bare.
Writing those lines, that sentence, idk why, it brings tears to my eyes.
He's not afraid to be himself. Take it or leave it. Yes, he plays the part of the idol, but he isn't afraid to show us him, a real human being just like us (just way prettier and sexier and more talented and more intelligent and in better shape), as much as he can under the circumstances of being an idol and a celebrity.
How can we not LOVE this young man?
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JK ending the live.
So, not so much going on during this live.
I wrote this post based on the translations available. Of course I will watch the live translated and come back with corrections if be needed.
This to me felt more like a scheduled live for him, less one he just wanted to do, to keep connected with us or to convey a message that doesn't have to do with his own promotions (you get what I'm saying). And it makes sense it was pretty much scheduled, given the announcement of his single release. But who cares? We got us some cute ass JK. Just seeing him warms my heart. I assume it has the same effect on you.
I'll leave you with an amusing take on JK's live.
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luckthebard · 2 years
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I love having both Imogen and Laudna as glass cannons in C3, because it's put into jarring perspective just how squishy Caleb really was.
At level 6, Laudna has a 13 AC and 42 HP. She can reach 18 AC with Shield. Imogen has a 14 AC and 38 HP. With mage armor, Imogen can get up to 17 AC.
In contrast, Caleb at level 6 still had an 11 AC and only 37 HP. It's the AC that really gets me tbh. Even with mage armor, Caleb only got up to 14, which is Imogen's base. Add Shield to that, and he could deflect hits up to 18, but he'd have to have it prepared and have a reaction.
Watching other glass cannons on CR has made it increasingly nuts to me that Caleb didn't die until the very end of the campaign.
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Monster Spotlight: Katroome
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CR 1
Chaotic Neutral Small Magical Beast
Module: Gallows of Madness, pg. 62
These massive, colorful caterpillars spend their entire lives as such, seemingly never pupating into anything no matter how much (or what) they eat. They don't seem to particularly mind, though, and in fact revel in their adorably pudgy form with alarmingly human eyes, seeing it as a perfect state of being for their life's mission: Being the imperious guards of the forest.
Katroome, for whatever reason, ALL believe themselves to be powerful authorities in the natural world. They are not kings or monarchs (since they never pupate into butterflies, you see), but they have the same opinion of themselves an influential captain of the guard or perhaps a particularly combative mayor would hold: they are a figure worth listening to and obeying, one which protects and defends its small slice of a greater kingdom ruled by powerful nature spirits and Fey. Such beings are the only creatures a Katroome bows to, all others are expected to bow to the pudgy bug instead. The book doesn't really explain how actual, powerful forest guardians see these pompous and confident creatures, but their noted extreme rarity has some unfortunate implications.
Do not view their confidence as fully suicidal, though; Katroome aren't particularly wise (11 Wis), but they ARE smarter than the average human (14 Int) and thus smart enough to know they're squishy-squishy and delicious to a good 90% of life on the planet. Much like a guard captain in a town that hasn't seen real conflict or danger for several years, Katroome investigate any potential malfeasance in their territory with the utmost of caution, and if there IS danger present, they take pains to remain hidden from it and hinder it from afar... all while rallying other guards or getting into contact with higher authorities as needed. They have no DR, no resistances or immunities, and no special defensive abilities, relying entirely on their 20ft climb speed, Small size, and +14 to Stealth to keep out of sight of anything that might be particularly hostile, their 1/day Invisibility acting as an emergency escape option if they're under threat of physical harm.
Katroome being pursued by a hostile force will typically lead that force into areas where it's strung up its web traps and its sticky sheets, slowing attackers down if not neutralizing them entirely and leaving them helpless to other forest guardians. They can also spit their webs from afar up to eight times a day, and though their webbing isn't particularly strong (with a whopping 2 hitpoints), it can at least stick many creatures in place for a round or two. These webs also allow the Katroome to glue weapons or items to the ground or snatch them away, and cocoon troublesome invaders inside their tents or sleeping bags as they rest, both pranks the caterpillars are noted to do.
When webs are too overt, Katroome can use Command 3/day or Suggestion 1/day to sow chaos among a party of invaders, disarming them or causing them to split up... but they're just as likely to use these spells for casual mischief and greed. It is only fitting, of course, that a noble guardian like the Katroome be gifted that expensive-looking hat your Wizard is wearing, you see. Katroome lairs are often decorated with minor magic items they've managed to pilfer from passers-by, either as 'payment' for 'allowing' the creatures passage, or because the Katroome simply stole it with its webbing or its convincing magic.
A caster which particularly impresses or befriends a Katroome may earn the questionable blessing of the creature's trust and a vow of assistance, the big bugs allowing themselves to leave their forested environs to join the quest of a party as Familiars... of course, in this particular relationship, the caterpillars tend to believe it's the casters which are their Familiars, a delusion their new bond is encouraged not to challenge if they wish to keep the bugs on their side. Who knows, perhaps the bond of a Katroome is worth something when going to speak to powerful Fey...?
You can read more about them here.
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alovesreading · 1 year
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Masterlist
last updated: 05/01/2024
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Please do not repost any of my work anywhere. All of these are purely fictitious and for entertainment purposes.
You can also read on Wattpad: -alovesreading and AO3: alovesreading
If you want me to tag you on any future fics, send me a message :)
Happy reading! 
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Matty Healy
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Chicken Shop Date 
Matty Healy x Reader (f) | You and your best friend Amelia came up with a very simple idea of taking celebrities on awkward chicken shop dates, and somehow, it’s managed to become both of your jobs. In the past, you’ve found sitting across from some of the biggest stars on the planet and eating chicken nuggets easy. But then Amelia manages to score you a date with the man who you’ve been obsessed with since you were nineteen; Matty Healy.
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | 
Instagram AU |
Be My Mistake 
Matty Healy x Reader (f) | Under the influence, Matty makes one of his biggest mistakes which ends up with him losing you. And now there’s nothing more to do, other than deal with the heartache and pick up the pieces.
Read here
You Go To My Head
Matty Healy x Reader (f) | The plans that Matty has arranged for you to celebrate your first Valentine's Day together are out the window when he becomes ill, but staying in to take care of him doesn't mean the day is ruined. And you assure him of it by saying those words he hasn't heard you say before.
Read here
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Alex Turner
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Constant Repeat 
Alex Turner x Original Character (f) | Having worked at Focus Creeps for a year, Ella knows that as a production assistant and part of the crew, there’s one important rule: don’t interact with the talent unless it’s needed. But once she meets Arctic Monkeys, and the recording of the music videos for their upcoming fourth studio album starts, the band seem to become her exception. Not only because they treat her more like a friend than just someone else they’re working with but when Alex continuously makes her blush with his flirting, so enthralled by her that he forgets he’s got a girlfriend, Ella finds herself growing closer to him. As videos are filmed, wrapped and edited, the friendship lines become blurry. Situations unfold, secrets are told and others are kept under lock and key, but how long can Alex and Ella endure being stuck in each other’s minds on constant repeat.
Teaser 1 - Teaser 2 | CR Playlist - Ella’s Playlist
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | Part 10 | Part 11 | Part 12 | Part 13 | Part 14 | Part 15 | Part 16 | Part 17 | Part 18 | Part 19 | Part 20 | Epilogue
Extras (blurbs)
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George Daniel
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Nice Kind Of Messy
George Daniel x Reader (f) | Your friends set you up on a blind date, one that you aren't really looking forward to at all but when you find George Daniel there waiting outside the restaurant, there is no doubt it'll be a date to remember.
Read here
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Ross MacDonald 
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Quarter Past Midnight 
Ross MacDonald x Reader (f) |  Thanks to your best mate, you’ve found yourself welcoming the New Year at a party one of her bosses is throwing at her new house. Since you stepped foot in the place, your only plan has been to spend the night dancing and drinking with your friends. But it all changes when you find a certain bassist looking at you from across the room. And as the night progresses, and a few kisses are shared, you seem to agree on the fact that you’re leaving the party together.
Read here
‘tis the damn season
Ross MacDonald x Reader (f) | Christmas has been your favourite season since you met Ross MacDonald back in Year 9 when you had just moved to Wilmslow, coincidentally on the same road as him. He becomes your very best friend for the rest of high school, but when that ends, life happens and you just can't stop it. And life is certainly cruel to you and Ross. Every December is a reminder of it, somehow always bringing a chance to ruin things even more. After so many mistakes, how can you get back the times you've always cherished with the silly boy with the dimpled smile?
Part 1 | Part 2
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paperanddice · 1 year
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When thunderous drum-like footsteps echo over the landscape, hopefully you know how to dance. The thunder sultan is a towering behemoth, standing well over 20 feet tall and manifesting in a crash of its own self-created music. Trunks blaring, feet crashing in rhythm, the thunder sultan is a lord of dance and guides everyone into joining it. Skill fortunately isn't required; passion and effort is. The dance may last minutes, or may last days, breaks sporadic and not guaranteed. Those who don't participate draw the sultan's ire, at which point it enters a rage and begins destroying everything that it sees. Once the thunder sultan is satisfied with a dance (or finished with its destruction), it moves on to a new location and begins a new dance, this pattern continuing until it is destroyed. There is no other end for it.
The thunder sultan could also be a celestial or fiend, the first removing the destructive rages it could go into and instead focusing purely on dance in a positive nature. The second removes the potential of avoiding the rampage, as it's inevitable in this case that the dance leads to destruction. Originally from the Dreamblade base set. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Thunder Sultan Huge aberration, unaligned Armor Class 20 (natural armor) Hit Points 207 (18d12 + 90) Speed 40 ft. Str 25 (+7) Dex 15 (+2) Con 20 (+5) Int 10 (+0) Wis 12 (+1) Cha 19 (+4) Skills Acrobatics +7, Athletics +12, Performance +14 Damage Immunities thunder Senses passive Perception 11 Languages any two languages Challenge 14 (11500 XP) Lead The Dance. Each creature that can hear the thunder sultan and starts its turn within 100 feet of the sultan must make a DC 17 Charisma saving throw. On a failure, the target's speed is cut in half, and it has disadvantage on attack rolls and saving throws using Strength or Dexterity as long as it can hear the sultan. A target can use a bonus action to attempt a DC 14 Dexterity or Charisma (Performance) check, ending the effect on itself as a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the thunder sultan's Lead the Dance for the next 24 hours. Thunder Charge. If the thunder sultan moves at least 20 feet straight toward a creature and then hits it with a Scimitar attack on the same turn, that target takes an extra 18 (4d8) thunder damage and must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the sultan can make one Stomp attack against it as a bonus action. Actions Multiattack. The thunder sultan makes two Scimitar attacks and two Trunk attacks. Scimitar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) slashing damage. Trunk. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6+7) bludgeoning damage and the target is grappled (escape DC 20) if it is Large or smaller. Until this grapple ends, the target is restrained. The thunder sultan has two trunks, each of which can grapple one target. When the thunder sultan moves, any Medium or smaller target it is grappling moves with it. Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage plus 18 (4d8) thunder damage, and each creature within 5 feet of the target must succeed on a DC 20 Constitution saving throw or take 9 (2d8) thunder damage. Thunder Dance (Recharge 5-6). The thunder sultan stomps its feet, unleashing a burst of thunder in a 30 foot radius centered on itself. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, the target takes 49 (11d8) thunder damage and is pushed up to 20 feet away from the thunder sultan, stopping at the edge of the area, and knocked prone. If the saving throw is successful, the target takes half the thunder damage and is pushed 5 feet and not knocked prone.
13th Age
Thunder Sultan  Huge 11th level troop [aberration]  Initiative: +17 Crashing Scimitars +16 vs. AC (2 attacks) - 60 damage. Natural Even Hit: The thunder sultan can make a thundercrash attack as a free action. One target must be the target of the crashing scimitar attack that triggered it. Miss: 20 damage. [Special Trigger] C: Thundercrash +16 vs PD (1d3 nearby enemies in a group) - 40 thunder damage. Natural 14+: The target is affected by lead the dance if it wasn’t already, or the save against the effect becomes hard (16+) if it was. Thunder Dance +16 vs. PD (all engaged enemies) - 100 thunder damage and the target pops free from the thunder sultan. Natural 14+: The target is affected by lead the dance if it wasn’t already, or the save against the effect becomes hard (16+) if it was. Miss: 25 thunder damage. Limited Use: 2/battle, when the escalation die is even. C: Trumpet Performance +16 vs. MD (all enemies) - The target is affected by lead the dance. Limited Use: 1/battle, as a quick action. Lead the Dance: When the thunder sultan rolls initiative, all enemies in the battle must make a saving throw. On a failure, the target falls under the sway of the thunder sultan’s dance (save ends). Until the target saves, it is dazed and must roll a save every time it tries to move. On a failure, it loses the move action. An enemy can use an action to attempt a DC 30 skill check to dance with the thunder titan. On a success, that enemy cannot be affected by lead the dance for the rest of the battle. Resist Thunder 16+. AC 26 PD 25 MD 22 HP 854
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lotuslate · 2 years
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#xiantober : days 10-16 day 10: gusu!xian (wearing his husband's robes ☁️) day 11: idol!xian (in the style of Chunga - Gotta Go 🌹) day 12: farmer!xian (from lwj's pov after a long day of work~) day 13: immortal!xian (he's just a taxi driver and knows these streets like the back of his hand) day 14: CR!era (he's having the fattest nap of his life) day 15: royal!AU (royal court jester wwx entertaining the emperor) day 16: physician!AU (...by association)
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thisisnotthenerd · 3 months
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follow up to the rat grinders' leveling post: the bad kids if they did xp leveling.
the rat grinders' leveling post
now that we know what level the ratgrinders could potentially be, let's look at the bad kids.
using milestone leveling, they are level 10 right now. i want to know how that compares to the xp they would have earned.
not all of the creatures they have defeated have been standard monsters from the monster manual, so some of these are going to be guesswork and estimations.
obviously there are some split scenarios; they're not always together during battles, some of them are buffing and achieving other objectives.
this breakdown is going to go battle by battle, for the sake of simplicity, with everyone splitting the xp 6 ways, no matter who killed the target. also i'm going to find xp levels for their humanoid adversaries that they've killed, because they presumably get something for them. also they killed ragh, but revivified him; do they still get xp from his death?
freshman year:
corn cuties + corn blob + doreen:
this encounter works with a spawn point and boss monster; 14 corn cuties are spawned, and seven are killed before riz goes up the corn blob's butthole and shoots the parchment. doreen is killed by adaine, and riz shoots the paper out of the corn blob.
the corn cuties have <9 hp, and based on their damage output, i'd rate them a CR 1/4, so 50 XP each, for a total of 350 gained across the party.
doreen has <11 hp, and based on her damage output, i'd rate her a CR 1/2, given that she has multiple damage options that took several of the bad kids out at 1st level. 100 XP to adaine, but for the encounter it's distributed across the party
corn blob: based on the way it behaves, i would consider it similar to a glabbagool, with pseudopods and engulfing attacks, as well as self-healing. for the sake of the encounter the win condition was not hit point sink but rather getting rid of the enchantment on it. CR 2, so 450 XP.
total XP count: 900 XP, divided by six is 150 each.
johnny spells & the tiefling greasers:
this encounter was a combination of hit point sink and car chase; they killed several by sending them offroad.
one of the greasers died after taking 10 + 3d6 damage, so i'm assuming they probably have anywhere from 20-25 hp. damage output is usually 6-8, which to me says 2d6. so i'd call them CR 1, or 200 each, for a total of 1200.
johnny spells takes 15 + 11 damage before he dies. his damage output is higher than his fellow greasers and he has other spellcasting prowess, so i'd call him CR 2, for a total of 450.
total XP count: 1650 XP, divided by six is 275
the black pit undead:
a little more complex, because the win condition is fleeing from the encounter, so i'm estimating for the big three 'villains' of this encounter and then adding a multiplier for the encounter as a whole.
dj brainzz & the zombies: standard zombies are CR 1/4 (50 XP), and assuming a total of 10 or so, that's 500 from the zombies. from dj brainzz, i'd say something like CR 3 (700), given the abilities he uses, but with hp nerfed to fit the encounter.
sasha, lord of whispers & the vampires: vampire spawn are CR 5 (1800 XP), and 2 had a significant effect, but i'd say that since they aren't technically defeated, i'd half the xp gain (1800 XP)
jawbone & the werewolves: werewolves are individually CR 3 (700 XP) and there were 2 that had a significant effect, but again, none were killed, so we halve that number again (700XP)
total XP count: 3700 XP, divided by six is ~616 each
dwarf skaters + golem:
again a separate win condition; the dwarves run instead of being defeated after fig releases gorthalax. so again, estimates with a multiplier
torek and the dwarves: torek is at least 5th level, since she can cast spirit guardians, so i'd put her at a CR 2 (450 XP). i counted 5 other dwarves, who'd be CR 1/2 each, for a total of 500 XP. totaled it's 950.
crush is like a huge stone golem (CR 10), but is nerfed by the half-pipe, so i'm applying a .66 multiplier, which comes out to 3933 XP.
total XP count: 4883 XP, divided by six is 813 each.
bloodrush skeletons + ragh + daybreak + owlbear:
they got the orb and chest figured out and somehow also made this a hit point sink.
skeletons: individually are CR 1/4, or 50 XP each, but there are 10 or so of them, so i'm applying a 1.5 multiplier to the total, which results in 750 XP
owlbear: pretty standard; CR 3 for a total of 700 XP
ragh: i'd pretty comfortably put him at CR 5, for a total of 1800 XP. they get XP for ragh because they killed him.
daybreak: i'd put him at like a CR 9, based on his use of indomitable and number of attacks, so a total of 5000 XP.
total XP count: 8250 XP, divided by six is 1375 each
aelwyn and her elementals:
smaller split to figure out this time; just aelwyn and her elementals.
elementals: all CR 5 (1800 XP). i think i counted 8: air (2), fire (2), water, earth, slime, and shadow, so that totals to 14400
aelwyn: she casts time stop with aguefort's watch, not from her own magic. i'd put her at like 14th level, and thus CR 9 (5000 XP). they get the full amount because they do defeat her--she doesn't flee or get fled from.
total XP count: 19400 XP, or 3233 each
biz + the arcade ghosts:
a couple of objectives here--getting the girls out, avoiding the traps, and questioning biz, so this split will also consider the arcade traps as part of the cr of the encounter.
ghosts: CR 4 (1100 XP) individually. assumming there's 10 of them, that's 11000 XP right there.
traps: save dc is probably 15, which would set up the games to dole out anywhere from 1800 to 2900 XP. i'm leaning towards the low end, just to contextualize biz. 4 successful captures and releases, so 7200 from the games.
biz is doing a bunch of complex enchantments and summonings. I would set him equal to aelwyn and thus CR 9 (5000 XP).
total XP count: 23200 XP, or 3866 each
the harvestmen:
we don't have a technical count for most of these, so it's going in as a general number for the party, given what they gave up to be at prom and save their families.
fabian gets a little extra for killing bill; i would estimate that bill is CR 10 minimum, so fabian gets 5900 from killing him, even though he didn't do the deed fully.
total XP count: 10000 XP, or 1666 each
kalvaxus, penelope & dayne:
simple splits here; ragh is not being included because he was pretty easily convinced to be an ally.
dayne: i'm using daybreak's stats to put him at a CR 9 (5000 XP)
penelope: high level spellcaster like aelwyn, so she's also a CR 9 (5000 XP)
kalvaxus: adult red dragon. CR 17, 18000 XP
total XP count: 28000 XP, or 4666 each
freshman year total:
99983 as a group, based on these statistics
16663 for each individual. so if the bad kids were running on xp, they'd only have gotten to level 6 cumulatively, and level 5 non cumulatively.
we can probably assume that they receive some xp while attending the AAA to make up the difference; otherwise the school wouldn't really serve a mechanical purpose in this scenario
oneshots: i know not all of them were there for all of these. i am sticking to the 6-way split, because i can assume the missing members would have made it up somehow.
occularia:
she's a beholder. CR 13 (10000 XP)
5 party fouls:
there are 5 of them: the gorgon of shade, minotaur of stunts, centaur of sloppiness, harpy of songs, and sphinx of solitude.
gorgon: CR 5, 1800 XP
minotaur: CR 3, 700 XP
centaur: CR 2, 450 XP
harpy: CR 1, 200 XP
sphinx: CR 11, 7200 XP. i'm going to half that because she got done in by a pun.
oneshots total: 16750 total, or 2791 each.
the going total is then 116733, split into 19455 each. so the bad kids would be around level 6, cumulatively and non cumulatively.
sophomore year:
i know there are hirelings this season. i am maintaining the 6-split because it's easier. this will mostly be addressed by only covering the creatures that the bad kids themselves face.
cambion, barlguras, vrocks:
we're dealing with a couple things here: fig and riz are separated and the party is split. the demons have reinforcements.
cambion: 1 of them. CR 5, 1800 XP
barlgura: total of 8, 6 killed. CR 5, 1800 XP. total of 10800 XP.
vrocks: 2 of them. CR 6, 2300 XP. total of 4600 XP
total XP count: 17200 XP, or 2866 each.
whitclaw + pirates + elves + air elemental:
i am not counting fabian's first attempt, because he doesn't really accomplish anything.
mindflayers: 8 of them. CR 7, 2900 XP each. i'm halving this number because while they get some hits in, i don't think they kill all of them. 11600 total.
elves + elemental: 4 CR 9 spellcasters (20000) plus the elemental (1800). 21800 total, halved because they do not defeat the elves. 10900 total.
whitclaw: i'd put him at around CR 11 (7200 XP), since this includes his magic items and specialized skills
total XP count: 29700 XP, or 4950 each
fire elementals, tree constructs, kir & angwyn:
fire elementals: 3 of them, CR 5, 1800 each. total of 5400
tree constructs: using tree blight stats, with 4 constructs. CR 7, 2900 XP. 11600 total
kir & angwyn: 2 CR 9 spellcasters (10000). i'm giving full value for these because they get them pretty well.
total XP count: 27000 XP, or 4500 each
tiefling greasers + alastair ash + penelope + daybreak + dayne + harvestmen(4) in hell:
a little bit different to how they were freshman year--some of these have stayed the same while others have gone up.
tieflings: i'd say CR 3 (700 XP), but there are 8 of them. so i'm adding a multiplier of 1.33, for a total of 7448 XP.
penelope: still a CR 9 spellcaster based on the spells used, but i'd bump up to 11 given the difference in spell use and damage output. total of 7200 XP.
dayne: still CR 9. 5000 XP.
harvestmen: based on my freshman year estimate, i'd put them at CR 4, or 1100 XP. 4400 XP total.
daybreak: daybreak has changed, now having legendary actions to command his 'troops'. CR 13, 10000 XP total.
total XP count: 34048 XP, or 5674 each
nightmare forest:
similar to family in flames, i'm giving a general estimate for xp gains from the nightmare forest.
total XP count: 30000 XP, 5000 each
angwyn abernant:
this one is exclusive to adaine, because she did execute a fully separate kill beyond what she faced in the forest. angwyn is a CR 9 spellcaster, and thus adaine has 5000 xp extra, much like fabian got from killing bill at the end of freshman year.
nightmare king possession + court of elders + transubstantions + kalina + arianwen:
nightmare king possessed hirelings: i'm going to estimate CR 8 for each of them, so 3900 each, for a total of 11700. XP gained from dispelling the possession.
court of elders: i'm going to estimate that all of the court of elders are at least CR 10, with the centaur and wood elf at CR 10, treant and sprite at CR 11, and the unicorn at CR 12. total of 34600
transubstantiations: this is things like dispelling the dragon madness, cutting down the tree for the broomstick, etc. if you take the tree's hp at around 200 iirc, each transubstantiation is a CR 9 task, for a total of 15000 XP earned.
kalina: she has six attacks, and a variety of intensive illusion magic. she's also prevalent throughout the season in a lot of very complex ways. i'd put her at around CR 18, because even though she's a transubstantiation, she's remarkably difficult to defeat. 20000 XP from kalina
arianwen: high level spellcaster, given that she can power word kill. i'd put her at 18th level, and thus a CR 13, for a total of 10000 XP
resurrecting and naming a deity goes so far beyond the scope of XP that i wouldn't even know how to count it. also the bad kids never technically attack the nightmare king, so the xp would go to gorthalax, who actually attacked. i'm not counting the nightmare king.
total XP count: 91300 XP, or 15216 each.
sophomore year total: 229248 XP, or 38,208 each
going total is 345981, or 57663 each. for cumulative, that works for level 9, for non-cumulative, it's level 7.
night yorb quest:
yorbies: the bad kids have technically unknown amount of yorbies, assume several hundred total. in the fight we saw, they fought ~15 or so grunts. assuming they're around CR 3, that's 700 per. 10500 XP in this fight alone (1750 each), 70000+ XP (11666 each)outside of this particular battle.
the night yorb: in a logical progression from what the bad kids have faced, i'm making the night yorb CR 19, worth 22000 XP (3666 each).
total XP count: 102500 XP, or 17083 each.
The Bad Kids' cumulative total of XP prior to the start of their junior year: 448481, or 74746 each. cumulatively around 10th level, non-cumulatively around 7th.
by comparison, if we use my estimate of 2000000 XP for the rat grinders, they're looking at 333333 each, which is 19th level cumulatively, and 11th non-cumulatively.
now, if we assume an xp model, the 'special treatment' that would enable the bad kids to be almost level with the rat grinders is counting the bad kids cumulatively, and the rat grinders non-cumulatively.
from the perspective of arthur aguefort, this makes sense. he doesn't even like the bad kids; however, they are going out and following his method of adventuring--popping off and saving the world, sometimes from problems you've caused. meanwhile, the rat grinders are devastating the local ecosystem every day for 3 hours a day on weekdays, and 9 hours/day on weekends.
also this scaling speaks to the fact that continually grinding on the beginner level creatures has diminishing returns--always doing the easy thing is not going to help you progress; challenging your limits will.
i hope this is also useful.
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